//Francisco "Kiko" Olvera
//Power ups let the player preform special actions on their turn
//Power ups imitate and substitute a players turn to allow for "game breaking" logic
//Power ups are derived from this class
//Derived Power ups start with "PU"
//Power_up.h

#pragma once

class Input;
class Player;
class Text;

class PowerUp
{
protected:
	char * PU_name;
public:
	
	char* getName(){ return PU_name; }

	//return whether or not the player can move after using his power up
	//returns MOVE if movement is not "baked" into the power up
	//must send the input pointer and player who's turn it is
	virtual int Execute(Input*, Player*, Text*)=0;
};